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23 lines
489 B
GLSL
23 lines
489 B
GLSL
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layout(push_constant) uniform PushConstants
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{
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uint LightStart;
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uint LightEnd;
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int SurfaceIndex;
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int PushPadding1;
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vec3 LightmapOrigin;
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float PushPadding2;
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vec3 LightmapStepX;
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float PushPadding3;
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vec3 LightmapStepY;
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float PushPadding4;
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};
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layout(location = 0) in vec2 aPosition;
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layout(location = 0) out vec3 worldpos;
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void main()
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{
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worldpos = LightmapOrigin + LightmapStepX * aPosition.x + LightmapStepY * aPosition.y;
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gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0);
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}
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